pub mod alpha; pub mod beta; pub mod block; pub mod blockidle; pub mod charge; pub mod climb; pub mod dance; pub mod dash; pub mod equip; pub mod gliding; pub mod idle; pub mod jump; pub mod roll; pub mod run; pub mod shoot; pub mod sit; pub mod spin; pub mod stand; pub mod swim; pub mod wield; // Reexports pub use self::{ alpha::AlphaAnimation, beta::BetaAnimation, block::BlockAnimation, blockidle::BlockIdleAnimation, charge::ChargeAnimation, climb::ClimbAnimation, dance::DanceAnimation, dash::DashAnimation, equip::EquipAnimation, gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, roll::RollAnimation, run::RunAnimation, shoot::ShootAnimation, sit::SitAnimation, spin::SpinAnimation, stand::StandAnimation, swim::SwimAnimation, wield::WieldAnimation, }; use super::{Bone, Skeleton}; use crate::render::FigureBoneData; use common::comp; use vek::{Vec3, Vec4}; #[derive(Clone, Default)] pub struct CharacterSkeleton { head: Bone, chest: Bone, belt: Bone, back: Bone, shorts: Bone, l_hand: Bone, r_hand: Bone, l_foot: Bone, r_foot: Bone, l_shoulder: Bone, r_shoulder: Bone, glider: Bone, main: Bone, second: Bone, lantern: Bone, hold: Bone, torso: Bone, control: Bone, l_control: Bone, r_control: Bone, } impl CharacterSkeleton { pub fn new() -> Self { Self::default() } } impl Skeleton for CharacterSkeleton { type Attr = SkeletonAttr; fn bone_count(&self) -> usize { 16 } fn compute_matrices(&self) -> ([FigureBoneData; 16], Vec3) { let chest_mat = self.chest.compute_base_matrix(); let torso_mat = self.torso.compute_base_matrix(); let l_hand_mat = self.l_hand.compute_base_matrix(); let r_hand_mat = self.r_hand.compute_base_matrix(); let control_mat = self.control.compute_base_matrix(); let l_control_mat = self.l_control.compute_base_matrix(); let r_control_mat = self.r_control.compute_base_matrix(); let main_mat = self.main.compute_base_matrix(); let second_mat = self.second.compute_base_matrix(); let shorts_mat = self.shorts.compute_base_matrix(); let head_mat = self.head.compute_base_matrix(); let lantern_final_mat = torso_mat * chest_mat * shorts_mat * self.lantern.compute_base_matrix(); ( [ FigureBoneData::new(torso_mat * chest_mat * head_mat), FigureBoneData::new(torso_mat * chest_mat), FigureBoneData::new(torso_mat * chest_mat * self.belt.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.back.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * shorts_mat), FigureBoneData::new( torso_mat * chest_mat * control_mat * l_control_mat * l_hand_mat, ), FigureBoneData::new( torso_mat * chest_mat * control_mat * r_control_mat * r_hand_mat, ), FigureBoneData::new(torso_mat * self.l_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * self.r_foot.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.l_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * self.r_shoulder.compute_base_matrix()), FigureBoneData::new(torso_mat * self.glider.compute_base_matrix()), FigureBoneData::new(torso_mat * chest_mat * control_mat * l_control_mat * main_mat), FigureBoneData::new( torso_mat * chest_mat * control_mat * r_control_mat * second_mat, ), FigureBoneData::new(lantern_final_mat), FigureBoneData::new( torso_mat * chest_mat * control_mat * l_hand_mat * self.hold.compute_base_matrix(), ), ], (lantern_final_mat * Vec4::new(0.0, 0.0, 0.0, 1.0)).xyz(), ) } fn interpolate(&mut self, target: &Self, dt: f32) { self.head.interpolate(&target.head, dt); self.chest.interpolate(&target.chest, dt); self.belt.interpolate(&target.belt, dt); self.back.interpolate(&target.back, dt); self.shorts.interpolate(&target.shorts, dt); self.l_hand.interpolate(&target.l_hand, dt); self.r_hand.interpolate(&target.r_hand, dt); self.l_foot.interpolate(&target.l_foot, dt); self.r_foot.interpolate(&target.r_foot, dt); self.l_shoulder.interpolate(&target.l_shoulder, dt); self.r_shoulder.interpolate(&target.r_shoulder, dt); self.glider.interpolate(&target.glider, dt); self.main.interpolate(&target.main, dt); self.second.interpolate(&target.second, dt); self.lantern.interpolate(&target.lantern, dt); self.hold.interpolate(&target.hold, dt); self.torso.interpolate(&target.torso, dt); self.control.interpolate(&target.control, dt); self.l_control.interpolate(&target.l_control, dt); self.r_control.interpolate(&target.r_control, dt); } } pub struct SkeletonAttr { scaler: f32, head_scale: f32, head: (f32, f32), chest: (f32, f32), belt: (f32, f32), back: (f32, f32), shorts: (f32, f32), hand: (f32, f32, f32), foot: (f32, f32, f32), shoulder: (f32, f32, f32), lantern: (f32, f32, f32), } impl Default for SkeletonAttr { fn default() -> Self { Self { scaler: 0.0, head_scale: 0.0, head: (0.0, 0.0), chest: (0.0, 0.0), belt: (0.0, 0.0), back: (0.0, 0.0), shorts: (0.0, 0.0), hand: (0.0, 0.0, 0.0), foot: (0.0, 0.0, 0.0), shoulder: (0.0, 0.0, 0.0), lantern: (0.0, 0.0, 0.0), } } } impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr { type Error = (); fn try_from(body: &'a comp::Body) -> Result { match body { comp::Body::Humanoid(body) => Ok(SkeletonAttr::from(body)), _ => Err(()), } } } impl SkeletonAttr { pub fn calculate_scale(body: &comp::humanoid::Body) -> f32 { use comp::humanoid::{BodyType::*, Species::*}; match (body.species, body.body_type) { (Orc, Male) => 1.14, (Orc, Female) => 1.02, (Human, Male) => 1.02, (Human, Female) => 0.96, (Elf, Male) => 1.02, (Elf, Female) => 0.96, (Dwarf, Male) => 0.84, (Dwarf, Female) => 0.78, (Undead, Male) => 0.96, (Undead, Female) => 0.9, (Danari, Male) => 0.696, (Danari, Female) => 0.696, } } } impl<'a> From<&'a comp::humanoid::Body> for SkeletonAttr { #[allow(clippy::match_single_binding)] // TODO: Pending review in #587 fn from(body: &'a comp::humanoid::Body) -> Self { use comp::humanoid::{BodyType::*, Species::*}; Self { scaler: SkeletonAttr::calculate_scale(body), head_scale: match (body.species, body.body_type) { (Orc, Male) => 0.9, (Orc, Female) => 1.0, (Human, Male) => 0.9, (Human, Female) => 0.9, (Elf, Male) => 0.9, (Elf, Female) => 0.9, (Dwarf, Male) => 1.0, (Dwarf, Female) => 1.0, (Undead, Male) => 0.9, (Undead, Female) => 0.9, (Danari, Male) => 1.15, (Danari, Female) => 1.15, }, head: match (body.species, body.body_type) { (Orc, Male) => (0.0, 13.5), (Orc, Female) => (0.0, 13.0), (Human, Male) => (0.3, 13.0), (Human, Female) => (0.0, 13.5), (Elf, Male) => (0.5, 13.0), (Elf, Female) => (1.0, 13.0), (Dwarf, Male) => (0.0, 14.0), (Dwarf, Female) => (0.0, 13.5), (Undead, Male) => (0.5, 13.0), (Undead, Female) => (0.5, 14.0), (Danari, Male) => (0.5, 12.5), (Danari, Female) => (0.5, 13.5), }, chest: match (body.species, body.body_type) { (_, _) => (0.0, 8.0), }, belt: match (body.species, body.body_type) { (_, _) => (0.0, -2.0), }, back: match (body.species, body.body_type) { (_, _) => (-3.1, 7.25), }, shorts: match (body.species, body.body_type) { (_, _) => (0.0, -5.0), }, hand: match (body.species, body.body_type) { (_, _) => (7.0, -0.25, 0.5), }, foot: match (body.species, body.body_type) { (_, _) => (3.4, 0.5, 2.0), }, shoulder: match (body.species, body.body_type) { (_, _) => (5.0, 0.0, 5.0), }, lantern: match (body.species, body.body_type) { (_, _) => (5.0, 2.5, 5.5), }, } } }